Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Store Wish List 1.3.0

Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list.

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Improved Auto-explore and Rest 1.5.5

Quality of Life improvements for resting and auto-exploring.

v3.3.9 *** FOR ToME v1.5.5 ***
This is a fork (with permission) of Marson's auto-explore and rest tweaks. It includes as well C.Lowe/CaptainTrip's improvements as well. It does not include, but recommends also using Johnny0's Faster RRE add-on for even better rest and auto-explore experience. This add-on contains numerous Quality of Life improvements designed to make resting and auto-exploring easier to use, brings the add-on overall up to being compatible with 1.5.x, and generally seeks to remove it being more optimal to do timed rests or manual recovery (particularly to help higher difficulty level and players without Faster RRE).

It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them.

Latest Features:
• Some fixes for posessor, thanks to St_ranger_er's investigative work. Believe that finishes off the infinite loops.
• Fix for paradox during possessing enemies with high natural recovery. Hope this one just gets rolled in since its an awkward place for a fix.

Existing Features:
• Support for resting as posessor in form, which can't restore hp so shouldn't try and use infusions or wait for full hp.
• Fix throwing knives interaction. Didn't wait properly for them to recover if you had them.
• Commented out special Run hook. It seemed reasonably broken on a few fronts and predated me fiddling with the mod in the first place. It looks like it was overidden in order to fix a bug that I suspect got fixed in the game sometime in the last two ToME major version numbers.
• Add support for steam implants, with usual checkboxes. This may not always be faster based on steam sustains that may disable after the initial round of rest and steam implants having very long cooldowns (30+ turns) and steam's resource max being pretty small. It tries to be conservative on that, so will most likely help for cases where your functional steam regen rate is < 2.00 and never activate for things much above it. I found I was often getting 5-20 steam per turn, which makes the implant support useless.
• Add support for medical healing salve injectors. Cooldown measurements are a bit odd here, since they can range from 5-20 depending on injector. Went with 10 as a happy medium for how many turns of natural regen is considered to be equal to the cooldown cost of using it.
• Add null check. Two of them now. Fix breaking on non-DLC Maj'eyal. And another one~. Sorry folks not with the latest coolness, totally my bad.
• Handle a collision with Act and Ember's DLC steam sustain check.
• Fix an Embers bug (Wouldn't wait for steam properly)
• Adding support to auto-stealth if available and not stealthed.
• Fix ANOTHER 1.4.x bug with saving settings changes. That should hopefully be the last one for now.
• Updated to work with 1.4.x ToME. My that was troublesome. Enormously so. Sorry for the wait, but this literally took days to get not buggy.
• Added option for ignoring small damage when moving (and support for it).
• Made ignoring small damage while resting optional.
• Fix for conflict with fasterRRE. Old one in fact.
• Fix for rest not completely restoring everything before stopping. It should now not stop when there is still stuff to recover. This primarily affected cool-down waits for powers and items.
• Options added to control whether or not to use inscriptions to accelerate recovery of things.
• Uses a sanity check for whether Damage over Time should interrupt resting, using if it is doing 5% or less health damage and the character is over 50% health, it will ignore the damage for purposes of stopping rest.
• When resting, it will check for infusions and runes that could be used to accelerate HP, Mana, or Equilibrium (via Ancestral Life or Meditation) recovery. If the acceleration appears significant, it will use them, rotating from first available infusion or rune outward. In experiment, I found this often reduced rest turn time by 50-80 percent, improving the more drained the resource was. Particularly helpful for Mana, as it avoids trade-off advantages of short term resting (for increased mana regen) + rune use by just handling that more optimal play for you automatically without breaking rest.
• Fixes a ToME bug that can cause autoexplore or running to move only a single square and hang if used immediately after killing an enemy.
• Lore discovery will only stop autoexplore if it triggers a popup.
• Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level has been explored.
• Ignores special terrain features such as Font of Healing after they are first discovered.
• Ignores open chests and alt Maze floor cracks.
• Rest and AE ask for confirmation if you have an escort in your party.
• Ignore already activated pedestals.
• Checks for and waits on any rechargeable items.
• Checks for and reloads any ammo in offhand quiver.
• Waits for cooldowns of talents set to auto-use.
• Waits for depleted air to replenish.
• Combines all checks into a single instance of rest, rather than having cooldowns etc. require a second resting phase.

Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'.

Available modes:
• 'Always Viligant' always stops running when a hostile creature is seen via telepathy.
• 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal.
• 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again.
• 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring.

• Compatible with ToME v1.4.4 (likely also still backwards compatible with 1.3)

Notes:
• Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments.
• 'First Sighting' and 'Reset on Rest' modes are intended to keep auto-explore a fast process. If you spot an enemy you wouldn't mind bumping into around a corner, you can just hit auto-explore again and that enemy will be ignored until seen by normal sight. 'Reset on Rest' can be handy if you spot a type of enemy you want to be cautious around or a packed room. You can move away, rest, then explore the rest of the level without worrying about running into the middle of that room.

Items Vault 1.5.0

Enhanced Object Compare 1.5.0

Improves the "Press <control> to compare" functionality for objects. New features:

When pressing <control>, a note at the top of the text will tell you which object in your equipment is being compared against the current item.

While holding <control>, tapping <shift> will cycle through the objects in your equipment that the current item can be compared to. Useful when wearing two rings, dual-wielding, or using the second weapon set.

(new in v3) Runes and inscriptions in your inventory or store inventories can be compared via <control> to corresponding inscriptions on your body.

Easy Map v2 1.5.10

Original Easy Map mod by Codefly
---
UPD: I just fixed checker and remove pop-up window about newest game version and change Legend color to black :)

This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination.

Installation:
For Steam users: subscribe to this mod
From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

Remove:
For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

or make it easy in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
That's all.

Unlimited Respec 1.3.1

Faster Run/Rest/Explore 1.0.6

Important: this addon will have no effect if left unconfigured! Please read the description!

Recommended settings:

hit escape -> video options

Requested FPS: 30

Resting divider: 10

Running divider: 5

Description:

Enables faster run/resting by use of FPS dividers.

These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers.

Just be careful when resting on an escort mission...

Changelog:

Tier-1 Short Circuit Option 1.1.0

Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu.

Select your Escorts 1.5.10

Allows you to choose which escorts you will encounter at the start of the game.
You may change the future encounters in the game menu (Esc).

There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior.

Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign)
Note: Unfortunately the only time that addons can get the possible escort types is after the random escort quest is assigned.
This means escorts added by other addons will not be available for selection, but will still be possible to find using the random selection.

To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply.

Go to Landmark 1.1.0

Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark".

Restart Sustains 1.0.5

Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect.

Inventory Sort Order 1.3.0

Logical Alchemists 1.5.10

Makes alchemists focus on creating elixirs that you are not currently helping them with.
In the base game, when you hand in ingredients to an alchemist, another alchemist completes one of his remaining elixirs at random.
What this addon does is remove the elixir that you are already helping them with from the possible elixirs to be chosen unless it is their last elixir.

Better Item Description 1.5.10

This addon makes items description easier to read and determine on a glance it's usefulness
- sorts all stats by category - DPS/DEF/MISC
- item's passive power always the same blue color (not a random blue-yellow-pink-green)
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an ornage highlight and placed before others because it's most important one
- Removed many extra-explain details, which any veteran player would not want to read each time
for example, stat "S.pwr/crit" shorten from "Spellpower on spell critical (stacks up to 3 times)"
means you do remember that it can stack only 3 times, and is not so super important anyway
- DLC supported - Orcs/Ashes
- few bug-fixes along the way

Most important thing to remember
- Requirements only shown for those you don't meet. If you want to see all reqs - hold CTRL
- "Phasing" stat means - "Damage Shield penetration", the name was taken from the source and looks good to me, and short enough
- The "-" minus sign at the end of stat mean immunity or reduction of some sort, for example "Blind-" = "Blindness immunity",
- "Max.summ" = Max wilder summons
- "Summ.HP.reg" = Life regen bonus (wilder-summons)
- "Def/telep" = Defense after a teleport
- "Res/telep" = Resist all after a teleport
- "Dur/telep" = New effects duration reduction after a teleport

Enhanced Wield Replace 1.3.0

NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon.

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by great wolf at level 2 on the 75th Pyre 122nd year of Ascendancy at 17:40
Killed by Arurikira the forest troll at level 6 on the 10th Dusk 122nd year of Ascendancy at 17:35
Killed by skeleton mage at level 6 on the 11st Dusk 122nd year of Ascendancy at 01:48
Killed by fire drake hatchling at level 6 on the 11st Dusk 122nd year of Ascendancy at 06:25
Killed by storm drake hatchling at level 6 on the 11st Dusk 122nd year of Ascendancy at 13:07
Killed by storm drake hatchling at level 6 on the 11st Dusk 122nd year of Ascendancy at 15:22
Killed by skeleton warrior at level 6 on the 12nd Dusk 122nd year of Ascendancy at 03:15
Killed by The Shade at level 6 on the 12nd Dusk 122nd year of Ascendancy at 04:48
Killed by The Shade at level 6 on the 12nd Dusk 122nd year of Ascendancy at 05:38
Killed by Belalenor the white ooze at level 8 on the 23rd Dusk 122nd year of Ascendancy at 03:26
Killed by storm drake hatchling at level 8 on the 23rd Dusk 122nd year of Ascendancy at 08:35
Killed by skeleton mage at level 10 on the 47th Dusk 122nd year of Ascendancy at 02:30
Killed by orc corruptor at level 10 on the 47th Dusk 122nd year of Ascendancy at 04:29
Killed by orc corruptor at level 10 on the 47th Dusk 122nd year of Ascendancy at 05:28
Killed by Bill the Stone Troll at level 10 on the 51st Dusk 122nd year of Ascendancy at 09:24
Killed by elder vampire at level 11 on the 60th Dusk 122nd year of Ascendancy at 05:21
Killed by elder vampire at level 11 on the 60th Dusk 122nd year of Ascendancy at 06:12
Killed by poisoned deep water at level 11 on the 61st Dusk 122nd year of Ascendancy at 08:15
Killed by poisoned deep water at level 11 on the 61st Dusk 122nd year of Ascendancy at 09:33
Killed by poisoned deep water at level 11 on the 61st Dusk 122nd year of Ascendancy at 11:30
Killed by giant yellow ant at level 12 on the 61st Dusk 122nd year of Ascendancy at 23:33
Killed by Velyra the white worm mass at level 12 on the 62nd Dusk 122nd year of Ascendancy at 07:47
Killed by giant brown ant at level 12 on the 62nd Dusk 122nd year of Ascendancy at 12:44
Killed by giant lightning ant at level 13 on the 62nd Dusk 122nd year of Ascendancy at 20:13
Killed by fire drake hatchling at level 14 on the 75th Dusk 122nd year of Ascendancy at 10:17
Killed by cold drake at level 14 on the 75th Dusk 122nd year of Ascendancy at 12:27
Killed by snow giant boulder thrower at level 14 on the 75th Dusk 122nd year of Ascendancy at 17:46
Killed by Polarekira the wolf at level 14 on the 76th Dusk 122nd year of Ascendancy at 06:59
Killed by cold drake hatchling at level 14 on the 77th Dusk 122nd year of Ascendancy at 06:54
Killed by snow giant at level 14 on the 78th Dusk 122nd year of Ascendancy at 00:24
Killed by cold drake hatchling at level 14 on the 78th Dusk 122nd year of Ascendancy at 07:40
Killed by snow giant thunderer at level 14 on the 78th Dusk 122nd year of Ascendancy at 10:02
Killed by cold drake hatchling at level 15 on the 78th Dusk 122nd year of Ascendancy at 17:29
Killed by Rantha the Worm at level 15 on the 79th Dusk 122nd year of Ascendancy at 00:02
Killed by mecharachnid warrior at level 15 on the 5th Haze 122nd year of Ascendancy at 21:18
Killed by Shadow of Assassin Lord at level 15 on the 9th Haze 122nd year of Ascendancy at 05:36
Killed by Isrvai at level 16 on the 17th Haze 122nd year of Ascendancy at 08:48
Killed by Belumira the sandworm at level 16 on the 17th Haze 122nd year of Ascendancy at 14:40
Killed by Islorilaith the yellow jelly at level 16 on the 17th Haze 122nd year of Ascendancy at 16:49
Killed by Emoyathra the white ooze at level 16 on the 17th Haze 122nd year of Ascendancy at 18:43
Killed by Emoyathra the white ooze at level 16 on the 17th Haze 122nd year of Ascendancy at 19:40
Killed by Axicbo the dwarf at level 17 on the 9th Allure 123rd year of Ascendancy at 17:27
Killed by Urkis, the High Tempest at level 18 on the 73rd Regrowth 123rd year of Ascendancy at 13:21
Killed by Urkis, the High Tempest at level 18 on the 73rd Regrowth 123rd year of Ascendancy at 15:32
Killed by Urkis, the High Tempest at level 18 on the 73rd Regrowth 123rd year of Ascendancy at 16:39
Killed by dredge at level 18 on the 74th Regrowth 123rd year of Ascendancy at 07:19
Killed by Eilinudhelle the naga myrmidon at level 18 on the 74th Regrowth 123rd year of Ascendancy at 08:30
Killed by storm wyrm at level 19 on the 75th Regrowth 123rd year of Ascendancy at 12:13
Killed by Weirdling Beast at level 19 on the 7th Mirth 123rd year of Ascendancy at 11:47
Killed by corrupted blue jelly at level 20 on the 2nd Summertide 123rd year of Ascendancy at 13:48
Killed by Aerunne the cutpurse at level 20 on the 2nd Summertide 123rd year of Ascendancy at 16:39

/ 51

Antimagic

Follower

Primary Stats

Strength

33 (base 29)

Dexterity

13 (base 10)

Constitution

24 (base 11)

Magic

18 (base 10)

Willpower

82 (base 47)

Cunning

38 (base 28)

Resources

Life

580/580

Equilibrium

35

Steam

100/100

Healing Factor

1.6582474226805

Regeneration

7.0475515463921

Speed

Mental

+10.28660477258%

Attack

+10.28660477258%

Movement

+11.09386761032%

Spell

0%

Global

+100%

Vision

Sight

8

Lite

7

Infravision

5

See Stealth

29.641450861482

See Invisible

32.641450861482

ESP Range

10

ESP Kinds

animal/canine

Offense: Mainhand

Damage

40

Accuracy

31

Crit Chance

23%

APR

11

Speed

0.91

Offense: Offhand

Damage

Accuracy

Crit Chance

APR

Speed

Offense: Spell

Spellpower

21

Crit Chance

9%

Speed

1

Offense: Mind

Mindpower

52

Crit Chance

20%

Speed

0.90672843004106

Offense: Damage Bonus

Darkness

+6%

Light

+10%

Temporal

+9%

Blight

+6%

Arcane

+18%

Mind

+3%

Offense: Damage Penetration

Light

+25%

Temporal

+10%

Defense: Base

Armour (hardiness)

30.551211628464 (74.117647058824%)

Defense

31

Ranged Defense

40

Fatigue

27

Physical Save

24

Spell Save

32

Mental Save

39

Defense: Resistances

Acid

+ 5%( 70%)

Blight

+ 32%( 70%)

Physical

+ 8%( 70%)

Cold

+ 64%( 70%)

All

0%( 70%)

Lightning

+ 15%( 70%)

Light

+ 10%( 70%)

Temporal

+ 12%( 70%)

Mind

+ 15%( 70%)

Darkness

+ 33%( 80%)

Fire

+ 14%( 70%)

Nature

+ 48%( 70%)

Defense: Immunities

Instadeath Resistance

100%

Silence Resistance

30%

Bleed Resistance

40%

Knockback Resistance

100%

Pinning Resistance

64%

Disarm Resistance

21%

Poison Resistance

40%

Blind Resistance

10%

Inscriptions (3/3)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.

Class Talents

Wild-gift / Storm drake aspect

1.30

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 10Range: 10Cooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You transform into pure lightning, moving 496% faster for 2 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Levels in Lightning Speed additionally raises your Movement Speed by 11%, passively.
Each point in storm drake talents also increases your lightning resistance by 1%.

Lightning Speed

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Generate an electrical field around you in a radius of 1. Any creature caught inside will lose up to 19.0% of its current life (12.7% if the target is Elite or Rare, 9.5% if the target is a Unique or Boss, and 7.6% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
Additionally, it will deal 62.95 lightning damage afterwards, regardless of target rank.
Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
Each point in storm drake talents also increases your lightning resistance by 1%.

Static Field

1/5

Effective talent level: 3.9Use mode: ActivatedEquilibrium cost: 14Range: 5Cooldown: 15Travel Speed: 400% of baseUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes 65.15 lightning damage.
When it reaches its target, it explodes in a radius of 3 for 119.06 lightning damage and 119.06 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 5 turns. The blast will ignore the talent user.
The tornado will last for 5 turns, or until it reaches its target.
Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save.
Each point in storm drake talents also increases your lightning resistance by 1%.

Tornado

3/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe lightning in a frontal cone of radius 2. Any target caught in the area will take 8.06 to 24.19 lightning damage, and have a 22% chance to be dazed for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%.

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Wild-gift / Cold drake aspect

1.30

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing 121% weapon damage as Ice damage in a cone of 0. Ice damage gives a chance of freezing the target.
Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
Each point in cold drake talents also increases your cold resistance by 1%.

Ice Claw

0/5

Effective talent level: 0.0Use mode: SustainedSustain equilibrium cost: 10Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by 0% and your Armour by 1.
You also deal 11.74 cold damage to any enemies that physically strike you.
Each point in cold drake talents also increases your cold resistance by 1%.
The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower.

Icy Skin

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: 10Cooldown: 72Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Summons an icy wall of 3 length for 1 turns. Ice walls are transparent, but block projectiles and enemies.
Ice walls also emit freezing cold, dealing 0.80 damage for each ice wall within radius 0 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
Each point in cold drake talents also increases your cold resistance by 1%.

Ice Wall

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe ice in a frontal cone of radius 2. Any target caught in the area will take 18.49 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in cold drake talents also increases your cold resistance by 1%.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 20.3Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Weapon (91% of a turn)Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 70% weapon damage.
If you failed to move the damage is instead 35%.

Fearless Cleave

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 38.1Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (91% of a turn)Description: Spin around, extending your weapon and damaging all targets around you for 140% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 0% damage over 5 turns

Death Dance

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 31.8Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (91% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.0% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 170.0% weapon damage.)

Execution

0/5

Wild-gift / Fire drake aspect

1.30

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You summon a powerful gust of wind, knocking back your foes within a radius of 3 up to 3 tiles away and damaging them for 135% weapon damage.
Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
Each point in fire drake talents also increases your fire resistance by 1%.

Wing Buffet

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 8Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 3.
The sound wave is so strong, your foes also take 68.94 physical damage.
The damage improves with your Strength.
Each point in fire drake talents also increases your fire resistance by 1%.

Bellowing Roar

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 6Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Spit a cloud of flames, doing 22.02 fire damage in a radius of 2 each turn for 5 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%.

Devouring Flame

1/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe fire in a frontal cone of radius 10. Any target caught in the area will take 210.25 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.

Fire Breath

5/5

Wild-gift / Sand drake aspect

1.30

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 4Range: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Attack the target for 252% Nature weapon damage.
If the attack brings your target below 25% life or kills it, you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
The chance to swallow depends on your talent level and the relative size of the target.
Levels in Swallow additionally raises your Physical and Mental critical rate by 10%, passively.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Swallow

4/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 4Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You slam the ground, shaking the area around you in a radius of 2.
Creatures caught by the quake will be damaged for 171% weapon damage, and knocked back up to 3 tiles away.
The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Quake

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 15Range: 10Cooldown: 32Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Allows you to burrow into earthen walls for 3 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 10% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Burrow

1/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe sand in a frontal cone of radius 10. Any target caught in the area will take 160.19 physical damage, and will be blinded for 4 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Sand Breath

5/5

Technique / Shield offense

1.10

Effective talent level: 0.0Use mode: ActivatedStamina cost: 10.2Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (91% of a turn)Description: Hits the target with two shield strikes, doing 100% and 120% shield damage. If it hits a second time, it stuns the target for 1 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 0 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 0.
Increases the crit chance of counterstrikes by 10%. This increase scales with your Dexterity.

Effective talent level: 5.2Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for 202% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals 171.18 of that damage to enemies in radius 3, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by 10%.

Prismatic Slash

4/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe crippling poison in a frontal cone of radius 2. Any target caught in the area will take 5.28 nature damage each turn for 6 turns.
The poison also gives enemies a 7% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in Venomous Breath also increases your nature resistance by 3%, and your nature damage by 4%.

Venomous Breath

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have the mental prowess of a Wyrm.
Your Cunning is increased by 0, and your breath attack cooldowns are reduced by -9.
You gain 3% knockback resistance, and your blindness and stun resistances are increased by 2%.

Wyrmic Guile

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have gained the full power of the multihued dragon, and have become both resistant and attuned to physical, fire, cold, lightning and acid damage.
Your resistance to these elements is increased by 0.0% and all damage you deal with them is increased by 0.0% with 0.8% resistance penetration.

Chromatic Fury

0/5

Wild-gift / Venom drake aspect

1.30

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 3Range: 8Cooldown: 6Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Spray forth a glob of acidic moisture at your enemy.
The target will take 213.13 Mindpower-based acid damage.
Enemies struck have a 25% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
At Talent Level 5, this becomes a piercing line of acid.
Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
Each point in acid drake talents also increases your acid resistance by 1%.

Acidic Spray

5/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Exhale a mist of lingering acid, dealing 4.34 acid damage that can critical in a radius of 1 each turn for 7 turns.
Enemies in this mist will be corroded for 1 turns, lowering their Accuracy, their Armour and their Defense by 1.
The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
Each point in acid drake talents also increases your acid resistance by 1%.

Corrosive Mist

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 10% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%.

Dissolve

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: You breathe acid in a frontal cone of radius 2. Any target caught in the area will take 19.17 acid damage.
Enemies caught in the acid have a 22% chance of their weapons becoming useless for three turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower.
Each point in acid drake talents also increases your acid resistance by 1%.

Corrosive Breath

0/5

Generic Talents

Wild-gift / Call of the wild

1.20

Effective talent level: 0.0Use mode: SustainedRange: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Meditate on your link with Nature.
While meditating, you regenerate 3 equilibrium per turn, your Mental Save is increased by 7, and your healing factor increases by 7%.
Your deep meditation does not, however, let you deal damage correctly, reducing the damage you and your summons deal by 50%.
Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that lets you regenerate 0.00 equilibrium per turn.
The effects will increase with your Mindpower.

Meditation

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 55 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

Nature's Touch

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Using your connection to Nature, you can see your surrounding area in a radius of 4.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 2.

Effective talent level: 1.0Use mode: PassiveDescription: Allows you to create mechanical tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry* Saw Projector (known)* Kinetic Stabiliser* Rocket Boots (known)* Back Support* Steamsaw* Fatal Attractor* Hook Shell* Saw Shell* Weapon Automaton: One Handed* Iron Grip* Spring Grapple (known)* Air Recycler (known)* Hand Cannon* ...perhaps more to discover...

Mechanical

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Allows you to create electrical tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry* Black Light Emitter (known)* Shocking Edge* Magnetic Shell (known)* Galvanic Retributor* Mana Coil* Shocking Touch* Grounding Strap* Fatal Attractor* Lightning Coil (known)* White Light Emitter* Voltaic Shell (known)* Weapon Automaton: One Handed* Power Distributor* Mental Stimulator (known)* Deflection Field (known)* ...perhaps more to discover...

Effective talent level: 1.1Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 6 turns, all poisons and diseases will heal you instead of damaging you.
When activated, it also heals you for 20 life for each disease or poison you have.
The healing per disease/poison will increase with your Willpower.

Waters of Life

1/5

Effective talent level: 1.1Use mode: SustainedSustain equilibrium cost: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements, you gain a special effect for 6 turns. This can only happen every 6 turns.
Fire: +17% global speed
Cold: +5 Armour
Lightning: +1 to all stats
Acid: +7.20 life regen
Nature: +7% to all resists

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 24Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: A wave of natural energies flow around you in a radius of 0. All creatures in the area will be affected by the Healing Nexus effect for 2 turns.
On you, this effect causes each heal received to restore 5 equilibrium and be 123% effective.
On other creatures, all healing is intercepted and redirected to you at 23% efficiency.
Only direct healing (not normal regeneration) is affected.

Healing Nexus

0/5

Steamtech / Chemistry

1.00

Effective talent level: 2.0Use mode: PassiveDescription: Allows you to create therapeutic tinkers of level 2.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fiery Salve* Botanical Shell* Second Skin (known)* Alchemist's Helper* Moss Tread* Pain Suppressor Salve (known)* Healing Salve* Antimagic Shell* Water Salve* Frost Salve* Air Recycler (known)* Power Distributor* Poison Groove (known)* Fungal Web (known)* Viral Injector* Unstoppable Force Salve (known)* ...perhaps more to discover...

Therapeutics

2/5

Effective talent level: 1.0Use mode: PassiveDescription: Allows you to create chemical tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fireproof Coating* Waterproof Coating (known)* Black Light Emitter (known)* Rustproof Coating (known)* Alchemist's Helper* Acid Groove (known)* Flash Powder* White Light Emitter* Corrosive Shell* Winterchill Edge* Toxic Shell* Itching Powder* ...perhaps more to discover...

Chemistry

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Allows you to create explosive tinkers of level 0.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Botanical Shell* Incendiary Groove* Ablative Armour* Flare Shell (known)* Solid Shell* Steamgun* Magnetic Shell (known)* Thunder Grenade (known)* Voltaic Shell (known)* Hook Shell* Corrosive Shell* Antimagic Shell* Saw Shell* Explosive Shell (known)* Hand Cannon* Toxic Shell* Thunderclap Coating* Headlamp* ...perhaps more to discover...

Effective talent level: 5.0Use mode: PassiveDescription: You stand in the way of magical damage. That which does not kill you will make you stronger.
Each time you are hit by non-physical, non-mind damage, you get a 26% resistance to that element for 7 turns.
If Antimagic Shield is not active, you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium and increasing your stamina by 1.56 each hit.
At level 5 you absorb even if Antimagic Shield is active.
The effects will increase with your Mindpower or Physical power (whichever is greater).

Resolve

5/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Let out a burst of sound that silences for 2 turns all those affected in a radius of 1, including the user.
For each creature affected your equilibrium is reduced by 0 (up to 5 times).
The silence chance will increase with your Mindpower or Physical power (whichever is greater).

Aura of Silence

0/5

Effective talent level: 0.0Use mode: SustainedSustain equilibrium cost: 30Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Surround yourself with a shield that will absorb at most 6 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
Each creature whose attack on you is absorbed or reduced by the shield also takes a backlash dealing 3.52 manaburn damage (see description in the Mana Clash talent), this may only happen up to 10 times per turn and each time the damage is reduced by 25%.
The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).

Antimagic Shield

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium gain: 15Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Drain 32 mana, 16 vim, 8 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
In addition, for 1 turns all your attacks also do 15% manaburn damage.
The effect will increase with your Mindpower or Physical power (whichever is greater).

Effective talent level: 1.2Use mode: PassiveDescription: Improve your fungus to allow it to take a part of any healing you receive and improve it.
Each time you are healed, you get a regeneration effect for 6 turns that heals you for 43% of the direct heal you received.
The effect will increase with your Mindpower.

Fungal Growth

1/5

Effective talent level: 1.2Use mode: PassiveDescription: Your fungus can reach into the primordial ages of the world, granting you ancient instincts.
Each time a regeneration effect is used on you, you gain 68% of a turn.
Also, regeneration effects on you will decrease your equilibrium by 1.2 each turn.
The turn gain increases with your Mindpower.

Ancestral Life

1/5

Effective talent level: 1.2Use mode: ActivatedEquilibrium cost: 22Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (91% of a turn)Is: a nature gift and a mind powerDescription: A wave of energy passes through your fungus, making it release immediate healing energies on you, healing you for 620% of your current life regeneration rate.

Effective talent level: 3.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 9, Armour hardiness by 44%, and reduces the chance melee or ranged attacks critically hit you by 11% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 2.0Use mode: PassiveDescription: Increases Physical Power by 20, and increases weapon damage by 32% when using swords, axes or maces.

Weapons Mastery

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Elemental Harmony

talent

Wild Growth

Quests

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.

And now for a grave

active

Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth.
Save our people and show the evildoers the wrongness of their way. Permanently.* You have killed the necromancers and saved all of the Krogs, well done Ziguranth!

Cleaning the trash

done

You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest.
As a reward you improved Cunning by +2.

Escort: lost anorithil (level 1 of Old Forest)

done

You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara.
As a reward you improved talent Biofeedback (+1 level(s)).

Escort: lost anorithil (level 2 of Daikara)

done

You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest.
As a reward you improved talent Conversion (+1 level(s)).

Escort: lost anorithil (level 3 of Old Forest)

done

You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest.
As a reward you gained talent category Psionic / Feedback (at mastery 0.80).

Escort: lost anorithil (level 4 of Old Forest)

done

You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire.

Escort: lost tinker (level 3 of Trollmire)

done

You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you improved talent Heightened Senses (+1 level(s)).

Escort: repented thief (level 2 of Ruins of Kor'Pul)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Horned Horror.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* The fortress shadow has asked that you come back as soon as possible.* The fortress shadow has asked that you come back as soon as possible.

The fortress's current energy level is: 45.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.

Storming the city

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vampire lord fang. * You've found the needed giant spider spinneret.Marus of Elvala has completed an elixir of the savior without your aid.
Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine.
Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull.You have aided Agrimley the hermit in creating an elixir of focus.
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed electric eel tail. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.'

The Brotherhood of Alchemists

active

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

done

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
2 lumberjacks have died.

The beast within

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor.

Slumber:Level 3.3Pwr.cost 10 out of 25/25.Range 7Travel.spd instantaneousIs a mind powerDescription: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Mindpower.

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 20Travel.spd instantaneousUsage Speed Instant (0% of a turn)Is a nature giftDescription: Activate the infusion to increase movement speed by 411% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.Inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Level 0.0Use mode ActivatedRange melee/personalCooldown 14Travel.spd instantaneousUsage Speed Instant (0% of a turn)Is a nature giftDescription: Activate the infusion to increase movement speed by 622% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Willpower stat.Inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

movement infusion of the psychic (622% speed; 5 turns)

Wheel of Fate 0.1T2 ring jewelry[Unique]Arcane

While equipped:

Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50.Uses 1 power out of 1/1

"This isn't what I wished for!" - Howar Muransk, Cornac demonologist.

This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?

Rage:Level 4.0Pwr.cost 16 out of 16/16.Range 10Travel.spd instantaneousIs a nature gift
a mind powerDescription: Induces a killing rage in one of your summons, increasing all its stats by 15 for 10 turns.

This mindstar constantly emits a low tone. Life seems to be pulled towards it.

While carried:Melt all the items in the APE at once (also done automatically when you change level).Uses 0 power out of 1000/1000

The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes.
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.

While carried:Transmogrify all the items in your chest at once (also done automatically when you change level).Uses 0 power out of 1000/1000

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Entropy (1/1) 2.0T2 rod charm[Unique]Unknown

While carried:---------- misc
Light -1Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat..Uses 75 power out of 75/75

This rod seems to make light die around it. You feel tired just looking at it.

Rod of Entropy (1/1)

Rod of Recall (1/1) 2.0
rod charm[Plot Item]Unknown

Recall the user to the worldmap after 40 turns.Uses 202 power out of 264/400

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Eye of the storm (Exploration mode)Freed Derth from the onslaught of the mad Tempest, Urkis.
By Isrvai the Cornac Wyrmic level 1873rd Regrowth 123rd year of Ascendancy at 17:41see stats

Home sweet home (Exploration mode)Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Isrvai the Cornac Wyrmic level 197th Mirth 123rd year of Ascendancy at 16:10see stats

Level 10 (Exploration mode)Got a character to level 10.
By Isrvai the Cornac Wyrmic level 1043rd Dusk 122nd year of Ascendancy at 19:25see stats

Level 20 (Exploration mode)Got a character to level 20.
By Isrvai the Cornac Wyrmic level 2010th Mirth 123rd year of Ascendancy at 18:02see stats

Rescuer of the lost (Exploration mode)Rescued the merchant from the assassin lord.
By Isrvai the Cornac Wyrmic level 169th Haze 122nd year of Ascendancy at 08:49see stats

That was close (Exploration mode)Killed your target while having only 1 life left.
By Isrvai the Cornac Wyrmic level 275th Pyre 122nd year of Ascendancy at 04:21see stats

Log

Space around you starts to dissolve...
Today is the 64th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:35.
Resting starts...
You are yanked out of this place!
Rested for 35 turns (stop reason: dialog is displayed).
You gain 1.78 gold from the transmogrification of vision rune (radius 12; dur 16; see dragon).There is a trapdoor into the necromancer's ruins here (press '' or right click to use).You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 65th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:53.
Today is the 66th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Today is the 67th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Today is the 68th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Isrvai deactivates Elemental Harmony.
Isrvai deactivates Wild Growth.